Software

Jupiter on Fire200042

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音频影像Apache-2.0

# Jupiter on Fire · Jupiter on Fire By the 22nd century, humanity has migrated out of the solar system on a large scale. You, who remain on the frontier of the homeland, are a pilot in the Frontier Guard. Space pirates stationed in low orbit around Jupiter cut off routes and attack supply stations; when reinforcements are still beyond a distant star gate, you can only pilot a fighter and single‑handedly confront an entire pirate fleet. Jupiter on Fire is a low‑poly space combat game running on ESP-Mosaico. Jupiter's cloud seas and storms fill the background, while fighters, asteroids, and lasers are rendered in real time by software on a 480×480 screen. A curved HUD displays kills, wave, score, speed, shield, hull, weapons, and lock status; firing, hits, and being hit are accompanied by sci‑fi sound effects, motor vibration, and feedback from the multifunction sub‑board LED strip. ## Controls Guide ### IMU + Touch 1. **Calibrate Attitude** After powering on or inserting/removing the multifunction sub‑board, first hold the device steady according to the current reading orientation. When the screen finishes rotating and displays `HOLD STILL`, remain still; the firmware will reinitialize the IMU based on the new screen orientation. After `TILT TO FLY` appears, you may begin tilting. 2. **Pitch and Roll** Tilt the whole device forward to push the nose down; tilt backward to raise the nose. Tilting left or right causes the fighter to roll, with a small amount of coordinated yaw. Use small, continuous motions to bring the target into the central reticle, and avoid jerky movements.

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Jupiter on Fire · 浴火木星

In the 22nd century, humanity has largely moved beyond the Solar System. You are a pilot in the Frontier Guard, one of the few still protecting the old home system. Space pirates have occupied near-Jupiter orbit, cutting supply lanes and raiding outposts. With reinforcements still beyond a distant star gate, you launch alone against an entire pirate fleet.

Jupiter on Fire is a low-poly space combat game built for ESP-Mosaico. Jupiter's cloud bands and storms fill the horizon while fighters, asteroids, and laser fire are rendered in software on the 480×480 display. The curved fighter HUD shows kills, wave, score, speed, shield, hull, weapon, and lock state. Firing, hits, and damage add sci-fi audio, motor haptics, and optional multifunction-sub-board LED feedback.

How to play

IMU + touch

  1. Calibrate the current pose
    After boot or a multifunction-board hot-plug, hold the device in its current reading orientation. Keep still while the display rotates and shows HOLD STILL; firmware reinitializes the IMU in the new screen frame. Start tilting only after TILT TO FLY.

  2. Pitch and roll
    Tilt the whole device forward to push the nose down and back to pull up. Tilt left or right to roll, with a little coordinated yaw. Use small continuous movements to bring targets into the center reticle instead of jerking the device.

  3. Automatic cruise
    IMU mode maintains forward flight automatically. SPD beside the reticle shows current speed.

  4. Fire (short tap)
    Tap empty space to fire the selected weapon. Tapping a weapon cell on the right-hand arc changes weapons and does not fire at the same time.

  5. Look (drag)
    Move one finger about 12 pixels or more to orbit the chase camera. A look-drag never fires, including on release. Looking changes the camera, not the fighter heading.

  6. Two fingers
    Keep one finger dragging to look and short-tap empty space with the other to fire. The two touch tracks remain independent.

  7. System overlay
    Long-press the hardware AI key for brightness, volume, battery, pause, and reset. Combat pauses while the overlay is open. Reset returns to wave one and clears score.

Three ammunition types

  • Laser
    The default weapon needs no lock. Hold fire for rapid layered bolts with a broad bloom, green glow, and white-hot core. It is ideal for continuous aim correction, ordinary fighters, and chipping asteroid durability.

  • Cluster
    Requires a target inside the lock circle. Each volley releases five particles that spread into a wide curved fan, then tighten their homing pull toward the target. The full fan shares one damage event, making it useful for maintaining pressure on maneuvering enemies.

  • Missile
    Requires a lock and is limited to five rounds per life. Each single homing missile deals three damage, making it best for durable targets or large asteroids. The HUD reports EMPTY when the magazine is exhausted.

Combat and HUD

  • Shield (SHD) absorbs damage before hull (HUL) and regenerates cell by cell after a damage-free delay.
  • KILLS sits at the upper left with wave and score underneath; the center lock marker confirms whether Cluster and Missile can launch.
  • Ramming an asteroid shatters it and deals two damage, followed by a short invulnerability window.
  • Laser, Cluster, and Missile each occupy a cell on the right-hand HUD arc; the selected cell is highlighted.

Multifunction sub-board support

The game now supports the hot-pluggable Interaction multifunction sub-board and the compatible Button LED sub-board. Either board can be inserted on the left or right:

  • The display rotates automatically so the board becomes the bottom edge. Touch follows the display, and the IMU recalibrates in the new orientation.
  • Left key: fire. Hold for continuous Laser or Cluster fire. Missile launches once per press to prevent accidental ammo drain.
  • Right key: cycle weapon. Each press advances Laser → Cluster → Missile.
  • Shot LED chase: green for Laser, yellow for Cluster, and orange for Missile.
  • Damage feedback: rapid red flashes for about 600 ms override any shot animation when the player is hit.
  • The Interaction board drives six LEDs; the Button LED board drives three. Removal clears keys and LEDs immediately, while IMU and touch continue. Reinsertion reconnects automatically.

The sub-board is optional. Full IMU, touch, audio, and haptic gameplay remains available on the stock device.

Specs

  • Hardware: ESP-Mosaico (ESP32-S31)
  • Optional expansion: Interaction multifunction sub-board / Button LED sub-board
  • Categories: Display & HMI / Audio / Sensors
  • Firmware: Iris
  • License: Apache-2.0

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